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This is the 0.9 rules for the custom Necromancer 2e Class. Consider this a beta version and unfinished.
This class isn't designed for Group Play but Solo play instead.

Hit Points[]

d6- Same as a Wizard Rebuild 2e

Lifeforce[]

When creating a Necromancer, calculate their natural lifespan, based on their race, and subtract their current age. This is the initial "Lifeforce" value. If Lifeforce drops to zero, a necromancer will die as if they died of old age, it is unknown if there are any rules regarding saves if this happens.

Lifeforce can be extended beyond its initial value, thereby increasing a necromancer's natural lifespan.

Subtract a point of Lifeforce for each year a Necromancer ages.

Hit Bonus[]

Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Hit
Bonus
0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6

Spell System[]

Necromancers inherently know all their abilities & spells and have no need to memorise any of their spells in advance.

Necromancers appear to be able to cast their spells and abilities while wearing armor.

Necromancers cast their spells from HP or from their Lifeforce. There is no restriction on how many casts per day otherwise. Some spells require additional reagents.

Necromancers have the ability to increase their Lifeforce though the use of certain rituals which kill the victim. The first of these rituals gives 10% of the remaining life-expectancy of the target to the Necromancer as Lifeforce.

Necromancers can only drain Lifeforce from beings with equal or larger "Soul Size" to their own. The Soul Size tends to relate to the lifespan of the race in question, not the individual's own life expectancy.

Race
Life Expectancy
Dwarf 250 Years
Elf 850 Years
Gnome 150 Years
Half-Elf 120 Years
Half-Orc 60 Years
Halfling 120 years
Human 80 Years
Minotaur 150 Years

Undead Creations[]

Necromancer 2e Creations

Spells and Abilities[]

Necromancer 2e Spells and Abilities

Proficiencies[]

If using the optional proficiencies rule, consult the below table to determine the Necromancer's weapon and non-weapon proficiency slots:

Proficiency Slots
Weapon Proficiencies
Non-Weapon Proficiencies
Initial #Levels Penalty Initial #Levels
1 6 -5 4 3

Add the character's number of languages known to their number of non-weapon proficiencies.

Select non-weapon proficiencies. Record their relevant abilities and check modifiers.

Koibu's list of Non-Weapon Proficiencies | Proficiency Descriptions

Each extra slots spent on a proficiency adds +3 to that skill in 2.Neal.

Crossbow does not require a proficiency slot to use.

Bows require 2 proficiency slots to use. Penalties to hit are not reduced with only 1 slot.

Ambidexterity can be purchased for 1 slot by warriors or rogues. This is the exact same rule from Player's Option: Combat & Tactics.

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